2 - Note down your STR and DEX. Your WIL score is chosen from your mental Ability Scores. Characters that use a different Ability Score for magic stuff typically use that number for WIL.

3 - Spellcasters choose one known spell from each spell level. These are now powers bound to your Spellbook, Holy Symbol or other suitable item. Individual spells will behave differently in Into the Odd, but retain their general purpose. Magic Items will also behave differently within their general purpose.

4 - If you consider yourself effectively armoured, you have Armour 1. Generally this will be medieval-style armour with a shield, or modern breastplate and helm. Light, leather armour without a shield gets you nothing but shot in this world.

5 - Basic one-handed weapons and shortbows do d6 damage. Two-handers or high-quality one-handers do d8 damage. Big guns do d10 and are move-or-fire. No need to track ammunition.